Started out making games in high school using escape codes to place text on a PDP-11 smart terminal. A veteran developer, I have been at the front edge of technology, including extremely early work on Macintosh computers, networked games, early consoles, Direct3D, and have stayed independent for most of my career. I worked as a contractor, an employee and have even run my own company (a few times). My titles have included Programmer, Lead Programmer, Game Designer, and Game Director for companies including Activision, Westwood Studios, EA, Interplay, THQ, Ubisoft and Sony. In early 2011 I co-founded Game Mechanics.
There are times when the easy way to make a game is actually more fun for the player than the hard way.
When we make a game and put it up for sale, we think people are buying a game. But when you boil it down, there are too many games for people to play all the ones they might enjoy. So what are they buying? Or more importantly, how are we selling it?
The Kickstarter experience can feel like jumping in a pool with all your clothes on. You may want to be in the pool, but you didn't prepare right and now you are drowning. Here are some suggestions. Ignore at your own risk. There is no lifeguard on duty.
It is easy to criticize. It is hard to do. I have criticized the gatekeepers at the game stores for heading towards a day when all games will have to pass a formula before getting approved. Now I am proposing an alternative.
The game industry is again a gated community. Stores require yes votes from the public or approval from a junior business development specialist. This all leads to games only getting through who fit through their hole. Hence games all start to look alike.
"Let's Play" are the game commercials of the future. They are free so they help out indie developers. They are done by indies so people can trust them. Bullpucky! Read on.
[Blog - 03/09/2015 - 06:22]
[Blog - 02/13/2015 - 02:14]
I think they do need ...
I think they do need better ways to find what you are looking for. I have tried to find a title I knew was on Steam and I couldn 't. I had to find it through recent releases.
[Blog - 02/09/2015 - 02:28]
My argument is that the ...
My argument is that the industry is rewarding games that look like other games that were successful. Which will influence my design decisions when making my next game.
[News - 10/28/2014 - 08:11]
[Blog - 08/22/2014 - 10:24]
I have experienced this myself. ...
I have experienced this myself. Many young people in the industry think that by a certain age you should have found a stable place to land and should not be looking for work. And surprisingly some think that age is in your early 30s. If you don 't, I have ...
[Blog - 08/07/2014 - 03:02]
There is no question that ...
There is no question that PC games have a lot more upside potential. We have made more in Early Access and a Kickstarter campaign than you did for your whole game. I assume our after release numbers will be even better. r n r nThanks for this. I have been ...